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| #1MagocratDec 17, 2006 15:15:07 | Author's Note: The following article is meant for players who are familiar with races, and who want to play characters who stand out from the crowd crunch-wise. Also, the suggestions made in this article may or may not be accepted by your Dungeon Master, and ruling these suggestions into your campaign are at your Dungeon Master's discretion. Everyone who plays Dungeons & Dragons is familiar with the races described in the Player's Handbook. These races provide a player with one of the character's most basic parts of their identity. Needless to say, the races are essential in Dungeons & Dragons. However, the “crunch” of these races assume that the character grew up in what could be called normal conditions for its race. A dwarf character is assumed to have lived underground or at least near the mountains, has trained in fighting orcs and giants, and has at least some experience in forging metal. But what if the player wants a dwarf character who was raised by nomadic orcs? Then the crunch of the dwarven race would be moot for that character. To combat this problem, I would like to suggest another bonus: the cultural bonus. Whereas racial bonuses represent traits the character was born with, cultural bonus represent the traits the character gained when he was growing up. So, to take the example given above, the dwarven character would still have stability and resistance to poison and spell-like abilities, but he would not have stonecunning, bonuses when dealing with metal, or special bonuses when fighting orcs and giants. Instead, he would gain other bonuses to represent his upbringing. You're probably thinking now: "Which bonuses would such a character gain instead?" The alternative bonuses would be up to the player, with the consent of the Dungeon Master, of course. It might be hard to determine which racial bonuses can be considered cultural bonus and which racial bonuses are still racial bonuses. Simply put, anything that a character is “born” with is a racial bonus, and anything that a character has to learn is a cultural bonus. See the spoiler below for more information on cultural and racial bonuses for the races described in the Player's Handbook. An interesting side effect of the introduction of the cultural bonus is the added versatility of the races. Whereas a subrace was needed to represent a difference in culture, you can now simply shift the cultural bonuses to better represent your character's culture. (I'm sure this would drastically decrease the number of elven subraces out there.) Which racial bonuses are cultural bonuses? Humans: The humans' versatility (their bonus feat and skill points) are cultural bonuses. Therefore, humans are the perfect representation of the cultural bonus. Dwarves: Stonecunning, weapon familiarity, the racial bonus to attack rolls against orcs, the dodge bonus to Armor Class against giants, and the racial bonus to Appraise and Craft checks that are related to stone or metal items. Elves: Weapon proficiency. Gnomes: Weapon familiarity, the racial bonus on saving throws against illusions, the bonus to the Difficulty Class of illusions, the racial bonus on attack rolls against kobolds and goblinoids, the dodge bonus to Armor Class against giants, the racial bonus to Craft (alchemy) checks. Half-elves: The racial bonus to Diplomacy and Gather Information checks. Half-orcs: Half-orcs have no racial bonuses which can be treated as cultural bonuses. Halflings: The morale bonus against fear effects, and the racial bonus to attack rolls with thrown weapons. |
| #2mudlockJan 05, 2007 13:58:18 | Excellent, and something I've considered myself. Two things that I think should at least be mentioned though are favored classes (are those "racial" or "cultural"?) and languages (clearly "cultural"). Also--I think--ideally the racial bonuses of the races should still be more or less balanced once the cultural aspects are drawn out. At first blush, my inner min-maxer is thinking "elf raised by humans!" or "half-orc raised by absolutely anyone but half-orcs!" (not that half-orcs couldn't use something to make them more attractive). More so, half-elves and half-orcs are already (often) "raised by" some other race; to really flesh this idea out might take a bit more work to make it all internally consistent. Finally, to pick nits, the flavor text for gnomes +2 craft(alchemy) claims that it's because of their well-developed noses, which I think would be a racial, rather than cultural, trait. |
| #3zombiegleemaxJan 05, 2007 15:04:53 | Interesting idea. If you used this in a campaign, I'd like to see options for some alternative cultures, such as a generic "barbaric" or "tribal" culture, or cultures tailed to different geographic regions (elf-subraces as cultural bonuses would be scrumtrulescent). My current character is a human raised by gnomes, and I've been shooting myself in the foot the whole campaign trying to make the character reflect that. This would be a good alternative, although for balance purposes, I would say that the human cultural bonus should only be their extra skill point, a feat is a awfully powerful, especially compared with the other cultural bonuses. |
| #4zombiegleemaxJan 07, 2007 0:51:49 | I am not sure this idea is fully thought through yet or even entirely useful. It is intriguing and I am interested to see it developed more fully before I would implement it myself. Currently, it seems only to further complicate the theory involved of race and ability. The plethora of elven subraces seems, to me, to indicate real differences between the elves. To me, it does not seem that they are just stat bonuses and such, but physical differences as well. As I said previously though, it is an intriguing idea that I would enjoy to see developed more. |
| #5gundarcJan 07, 2007 11:33:35 | Firstly, I have just found a situation that this post helps deal with. My Dwarven Barbarian suffered the sad fate of meeting his end to a bulette. Fortunately, he was reincarnated by a friendly druid and returned as a Satyr. Now, without your post, the DM and I had several discussions about what I should or shouldn't get to keep from my previous incarnation. Without your post, I lost all the dwarf fighting benefits (vs giants and humanoids) but retained the Dwarf weapons as Martial weapons, and I lost the craft and appraise skill bonus' for stone and metal and stonecunning. Having read your post and forwarded a link to my DM, I have managed to renegotiate my modifiers and bonuses. ![]() Having read the reincarnation spell, it would appear that this is a missing section of Racial abilities for the clarification of learned and physical bonuses a Race starts with. I applaud this well reasoned and well thought out post. It applies common sense to the generalised heading of "Racial Modifiers" ![]() . |
| #6pmurray%40bigpond.comJan 07, 2007 18:44:20 | Bonus feat and skill points are not a cultural bonus for humans. Humans learn quickly because they are intelligent (unlike an orc) and yet short-lived (unlike an elf). Perhaps it might be reasonable to say that you do not get the human bonus skill point after you reach 25 or so. Part of the background of D&D is Tolkien's milieu, where dwarves and elves are somewhat magical. A dwarf's appraise, a gnome's facility with illusion, and a halfling's natural optimism are not cultural, but part of the inherent magic of the race. I think it would be a sad thing to lose this in exchange for homogenous mechanics, which is what the 3rd edition has partly been all about. |
| #7lastknightleftJan 22, 2007 22:37:51 | What is funny is that is how I've always played as a DM, I just never went into the detail of naming it. |
| #8mentarFeb 10, 2007 9:57:37 | Dwarven stonecunning and Gnomish illusion bonuses could be considered a magical aspect of the races. Also the Gnomish bonus to Craft (alchemy) is clearly listed a "because of thier large noses", therefore it would be more of a racial trait. The real problem is with reincarnate, please see my post on the "Magic and Spells" board under "Reincarnate" for my reasoning. |
| #9zombiegleemaxFeb 14, 2007 2:06:21 | This article was good, but it could have been much better. I appreciate that the OP is stepping up to say, it’s ok to change the races to include cultural flavor different from the stock variations listed in the PHB. But it doesn't take rocket science to come to this realization. A few ideas that would have been better. 1) If this is an article about cultural bonuses. Don't just highlight the bonuses in the PHB that are cultural, give us a list of new ones outside the norm, such as nomadic cultural bonuses to races as opposed to mining/mountain dwelling races. Also, suggestions on balance for cultural bonuses. IE, if a nomadic dwarf looses stonecunning, what bonus do they gain (i.e., stonecunning could be part magical or, more likely, an indication of how hard working and dedicated to their jobs dwarves can be - would a nomadic dwarf possible gain horsecunning - ability to appraise horses (know their condition - high spirited or nag), gain bonuses to ride skills and training skills for horses?). 2) If it isn't so much to suggest new cultural bonuses outside the norm, then come up with a list of purely racial bonuses that stand alone without cultural influence and show us how these are balanced and why they should be kept. You're spoiler list indicates cultural bonuses that can be removed, I'd rather see racial bonuses that are inherent because of race and outside of culture. Its a good idea, I've played with this myself and do have cultural bonuses (its a throwback to the fact that I like to play old Al-Qadim and the races there come from a much different culture than stock PHB races). An article saying you can change things is one thing, but more suggestions and ideas about the changes that can be made including some real crunch would have made this a great article for me. |
| #10zombiegleemaxFeb 15, 2007 11:48:45 | This actually is legit, but there ARE some sub-races that don't get the usual benefits. For example: the Gold Dwarf (RoF/MoF)--instead of +4 racial dodge bonus VS giant-types, they get it VS aberrations, because that is what they're used to fighting where they're from. |
| #11zombiegleemaxFeb 19, 2007 14:05:27 | I've also worked out something similar - when a player creates a character in my newest campaign world they select their ability modifiers from a pregenerated chart and then have the standard human bonus feat and bonus skill points to work with. Though all characters start off as "human" I have introduced cultural super-feats: feats that provide a wanton chunk of abilities that provide a sort of racial-background for these characters. For example, if I were to create a culture of scorpion-herding waste wanderers within my world I'd introduce the following feat: Waste-Wanderer of the Al'Khadar [Cultural] You were born and raised in the treacherous sands of the Al'Khadar desert, and, against all odds, you and your people have learned to thrive Benefit:
Special: You may only take this feat at the first level of character creation. I believe a system like is truly a breath of fresh air – it shifts the focus from the race to the culture. And, IMHO, it’s much easier to populate a world with many vibrant cultures then it is with races (it also seems to fit better logically as well). Granted, as Pmurray said, when introducing a system like this you really take away from the fire of a standard race – sure, it may be rare in the world to have a character raised by another race but it would not be rare within the confines of the adventuring party – this system, as Magocrat said, is a method for creating characters of one race who act like another. If I were playing in a group as a dwarf, and a human character was just as good as I am at fighting giants and orcs and working with metal, I would be rather ticked. So the problem with applying something like this to the standard races is that right off the bat the races themselves are poorly balanced, and they are probably balanced when looking at the whole of their abilities – not just bits and pieces of the abilities they're granted. For example, dwarves may have a ton of “cultural-esque” abilities, but these are balanced in part by a dwarf’s 20 foot speed. In closing I think this is a great idea but would also entail a lot of work. Why not, instead, introduce a series of feats that confer some of these bonuses (similar to the quick-cut feat I have presented)? |